website statistics

FAQ

Classes

Projects

About

Blog

Store

Support Us

Newsletter

Email

IG

School

for

Poetic

Computation

Apply Now

Shaders for the Rest of Us: Graphics code as material for visual artists

Teachers
Fernando Ramallo, Jonathan Brodsky
Date
Section 1: September 22, 2026 to November 24, 2026
Section 2: September 24, 2026 to December 3, 2026

(10 classes)
Time
Section 1: Tuesdays, 10:00 AM– 1:00 PM ET Section 2: Thursdays, 10:00 AM – 1:00 PM ET
Location
online via Zoom
Cost
$1200 Or pay $600, $300, or $0 with scholarship
Deadline
Applications open until August 10, 2026

Apply Now

Description

Can we play with graphics code without a math background? In this guided technical walkthrough, we’ll explore online shader art networks and learn to craft images with pure math: not as engineers but as visual artists. Students will use a live shader editor to tinker with code-based artworks, understand their techniques and make their own shaders.

Images courtesy of teachers.

Disclaimer

Too long; didn’t read

  • Level: Beginner-intermediate
  • Tools: Shader code (GLSL), browser shader editor (fragcoord.xyz or similar)
  • Focus: Drawing images in the GPU using only math; learning just enough to tinker, combine and play
  • Prereqs: Basic code literacy; curiosity for visuals
  • Project: A shader-based visual artwork

Full Description

Shader communites like shadertoy.com reveal an expressive, malleable medium with its own history and techniques. Understanding the equations to make images purely from math can be intimidating, but it’s a unique craft worth exploring.

Using a live shader editor, we’ll break down seemingly complex code into malleable bits we can understand as visual artists. We’ll tinker with open source artworks and learn techniques and equations for determining color, motion and shapes in the GPU.

Students will learn how to fork shader art online to learn from it. By the end of this class, students will be able to create their own analytical shader images.

Course of Study

  • Week 1: Introduction, Shader Artists and the Demoscene, Online shader editors
  • Week 2: Our First Shader
  • Week 3: Calculating Gradients and Colors, Interactivity
  • Week 4: Noise, Color Accumulation and Tonemapping
  • Week 5: Artistic Potential of Analytical Shapes, 2D Effects.
  • Week 6: 3D Techniques
  • Week 7: 3D Signed Distance Fields, Volumetric Shapes
  • Week 8: Landscapes, Atmosphere and Vistas - Final Assignment Prep
  • Week 9: Advanced Shaders Showcase - Final Assignment Check-in
  • Week 10: Final Showcase

Expectations

Time & Workload
  • 3-4 hours a week outside of class for assignments and playful experimentation
Technical Experience

Students should be comfortable coding in another language, but no GLSL experience required.

Materials
  • Laptop/computer (no tablets, phones or Chromebooks). A dedicated graphics card/gaming computer would be useful for performance, but not required.
  • A second screen (or device) for the video chat so that you can follow along with in-class tutorials easier would be helpful.

Is this class for me?

This class may be for you if you:

  • Shader artworks like in fragcoord.xyz/explore fascinate you, even if you don’t understand the code
  • Enjoy learning new techniques for generating visuals
  • Have an interest in computer graphics or technical art
  • Like to “fiddle with the numbers until it looks good”

This class may NOT be for you if you:

  • Cannot stand unfamiliar code or math equations
  • Aren’t comfortable editing code and thinking a bit about math
  • Are an advanced shader creator

Meet the Teachers

teacher

Fernando Ramallo

Fernando Ramallo is a Berlin-based artist from Argentina. He works with custom software to create immersive computer-based art. His playful interactive work sparks wonder and curiosity and has been on display at 45+ museums and festivals, incl. SF MoMA, SIGGRAPH and BOZAR. His experimental game work includes Panoramical (2015), a collection of kaleidoscopic interactive landscapes where players find beautiful combinations of shapes and soundscapes in an audiovisual journey; Doodle Studio 95 (2018), a joyful animation tool for silly game art; and We Are Poems (2022), an interactive piece “through the queerest region of deep space where inhabitants float and gravitate in bountiful explosions of music and light".

He/him

assistant teacher

Jonathan Brodsky

A game designer and developer focused on user experience, audio and graphics engineering. His work has been show at ctrl.alt gdc, V&A london, and various games events.

He / Him

How do I apply?

Apply Now

Applications open until Applications closed on August 10, 2026.

You can expect to hear back from us about the status of your application on . Please email us at admissions@sfpc.study with any questions you have.

How much does it cost to attend?

For 10 classes, it costs $1200 + processing fees, for a one-time payment. We also offer payment plans. Participants can schedule monthly payments of the same amount. First and last payments must be made before the start and end of class. *Processing fees apply for each payment.

SFPC processes all payments via Withfriends and Stripe. Please email admissions@sfpc.study if these payment options don't work for you.

Applicant FAQ

For more information about what we look for in applicants, scholarships, and other frequently asked questions, please visit our applicant FAQ.

Interested in more learning opportunities at the School for Poetic Computation? Join our newsletter to stay up to date on future sessions and events, and follow us on Instagram and Twitter. Support our programming through scholarships. Get in touch over email.

loading...